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Thread: Naval Warfare mod

  1. #1
    Thorn's Avatar Artifex
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    Default Naval Warfare mod

    This mod is based on Darth Mod values and techniques to get a better feeling and naval battle experience.

    Before beginning I would like to give thanks to:

    LtChambers and Alpaca, without their "modding tools" I could never made this mod.
    Darthvader for his wonderful mod of that i used for some of the phisics (turning rates) and his help in times of need.
    Swiss Halberdier for creating so many and wonderful units (some of which are now included into the mod) and his valuable tips about modding.

    Naval Warfare Submod (Version 0.1):

    -Changed Range value of most naval guns (The higher the caliber the farthest they shot for every ammo)
    -Increase grape ammunition for higher caliber
    -Grape damage reduced to 1 (You cant sink a ship with grape)
    -Increased range of chain-shot (shorter than vanila, longer than Darth's)
    -Decreased accuracy and velocity of chain-shots

    Version (0.2)

    -Changed name to Naval Warfare Mod
    -Reworked some ranges
    -+25 Range to heavy guns +24lbs
    -Reduced Carronade ranges (400-450)
    -Reduced grape damage to 0,5
    -Reduced Reload times for 6-9lbs guns

    Version (0.3)

    -Increased chain ammo speed from 50 to 90
    -Decreased chain ammo accuracy by half
    -Decreased Chain ammo damage

    Version (0.4)

    -Increased Sloop/Brig speed
    -Brig guns 6-9lbs instead of 9-18lbs
    -Sloop guns 9-12Lbs instead of 9-18lbs


    Version (0.5)

    -Better reload times for 6-9lbs guns
    -Slower reload times for 24-32-42lbs guns

    Version (0.55)

    -Increased build turns for heavy ships (up to 8 turns)
    -Rebalance of Campaign Movement points (almost all MP have been tweaked):
    *slower ship over, 1st rate (before 78, now 50)
    *Fastets ship, Steam ships (before 78, now 85)

    A fresh campaign would be needed.

    Version (0.6)

    -Reworked crew sizes
    -All ships have more crew, mainly war ships.
    -Over first rate get almost 450 crew
    -Galleons get also more crew than other ships of same size
    -Galleys get lots of seamen too, they were used to board ships (15 men is silly to that task)
    -Reworked sail damage values
    -Grape does almost no damage to sail
    -Round ammo does little damage
    -Chain does the highest ammount of damage against sail (it now worth to be fired if you want to slower your enemies)
    -All damages are caliber dependant

    Version (0.7)
    -Tweaked Crew sizes, it seems i have added more crew than allowed, still working on that, meanwhile crew maxedout.
    -Reworked speed
    *All ships have speed between 11 (Over first Rate) and 16 (Steam Ships)
    *Most ships have 12-14 speed
    -New acceleration system
    *Now speed isnt the key factor, but maneuveravility
    *Small ships get max speed sooner and so they can turn faster than big ones
    *Big ships could take a while to reach max speed, but it aslo take a while to stop them (now you can maneuver against wind using their momentum)
    *Now 6th rates, sloops and brigs can barely flee from 4-5th rates when they reach max speed.

    -Currenty working in a new Crew and a faction specific naval balance


    Version (0.8)

    -Reworked Speed (min 12 max 16)
    -Accuracy set to 50 to all ships (working on new system)
    -Reload Skill reversed (the smaller the ship the higher to simulate less cannon to manage and so less caos during battle)
    -Added French, Spanish and english crew with their own unique stats (more to come)
    -Tweaked Barbary and pirate crews
    -Increase reload time diference between calibers.
    -Reduced gun damage by half (round shots)


    +working on faction specific values (Hulls, speed, accuracy, reload rates, crew...)

    Version (0.85)

    -Hulls, speed, accuraccy and reload changed to be faction specific.
    -Now working on factional crew for major and minor naval powers.

    Version (0.9)
    -Hull hit points increased by 60%
    -Tweaked some crews
    -Increased sail damage for chain and round shots.
    -Decreased chain-shot accuracy
    -Tweaked some faction crew stats
    -Reduced cost for merchant, brig and sloop ships.

    Version (0.95)
    -Tweaked some crews
    -Added a few faction crews
    -Tweaked accuracy to make long range shots less accurate
    -Tweaked some ships speeds

    Version (0.96)
    -Increased reload time diference between calibers (light a bit faster, very heavy a bit slower, mid caliber the same)
    -Increased ship battle speed
    -Increased hull strength +20%
    -Decreased ship campaign speed (light ships will be faster than heavy ones)

    Version (0.98)
    -Increased reload time diference between calibers again (from 16 (lightest) to 52 (heaviest))
    -Tweaked some ship's speed
    -Worked out a game's bug that prevents ships to use its maximun gun range (ie 1st and over 1st rate ships having way less range than 2nd rate ships)
    -Greatly Decreased rocket accuracy
    -Decreased overall accuracy for all ships and increased calibration area for less deadly long range duels
    -Tweaked some gun damages (mainly against sails)
    -Increase number of grape shot bullets per shot
    -Increase diferences between factions (changed some gun compositions, more variety and diferent ship performance for main factions)
    -Added 29 new ship models from AUM mod

    Version (0.98b)
    -Fixed unit table to make the mod works for those having CTDs when loading the game
    -Tweaked some guns
    -Revised some reload ratios

    Version (0.98C)
    -Fully compatible with patch 1.5
    -Fully integrated AUM units
    -Included AUM loc file
    -Included userscript file

    Version (0.98D)
    -Fixed some gun issues

    Version (0.98E)
    -Reworked 6th rates gun composition
    -Fixed the galley's issue (back to 2 turns to build them)
    -Some minor tweaks

    Version (0.98F)
    -Fixed Late era guns
    -Included new experience table to make experienced ships more valuable
    -Added more faction crews (Austria, Russia, Morocco, Venice, Naples and others..)
    -Changed experience thresholds according with new crew numbers on ships.

    Version (0.98G)
    -Fixed some cost/upkeep values
    -Fixed some construction time values
    -Some minor tweaks

    Version (0.98H)
    -Naval Upkeep = 20% of ship's cost
    -Reviewed some Ship cost values
    -Fixed Galley crews
    -Reduced speed, accuracy and reload for all galleon class ships, to balance their cost/firepower values
    -Reduced overall speed for all ships
    -Added a non-AUM version for those who dont want or cant use AUM units

    Version (0.99)
    -Revised some naval hulls
    -Increased morale +20%
    -Fixed Some crew numbers
    -Increased speed of bullets (the higher the caliber the higher the speed) to make bullets have lower trajectories (less damage to sail from round shots)
    -Revised campaign speeds (increased speed diference between fast and slow ships)


    Version (0.99A)

    -Fixed british 4th rates movement points.


    Version (1.0)

    -Doubled campaign movement points for all ships.
    -Increased grape shot accuracy and bullets.
    -Minor tweaks for some ship values.

    Version (1.0A)
    -Minor tweaks and fix for some ship values for the AUM version.


    Feedback is wellcomed.

    Download Last Version
    Download No AUM Version
    Last edited by Thorn; January 08, 2010 at 10:52 AM.

  2. #2
    Jopel's Avatar Ordinarius
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    Default Re: Naval Warfare mod

    Looking nice and more difficult 2 play mate! Downloaded it and gonna play 2morrow (going 2 sleep now)...

    +Rep
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  4. #4
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    New version uploaded

    Verison (0.98)
    -Increased reload time diference between calibers again (from 16 (lightest) to 52 (heaviest))
    -Tweaked some ship's speed
    -Worked out a game's bug that prevents ships to use its maximun gun range (ie 1st and over 1st rate ships having way less range than 2nd rate ships)
    -Greatly Decreased rocket accuracy
    -Decreased overall accuracy for all ships and increased calibration area for less deadly long range duels
    -Tweaked some gun damages (mainly against sails)
    -Increase number of grape shot bullets per shot
    -Increase diferences between factions (changed some gun compositions, more variety and diferent ship performance for main factions)
    -Added 29 new ship models from AUM mod
    Last edited by Thorn; October 04, 2009 at 08:15 AM.

  5. #5
    Tired of TWC Arrogance
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Naimad View Post
    New version uploaded

    Verison (0.98)
    -Increased reload time diference between calibers again (from 16 (lightest) to 52 (heaviest))
    -Tweaked some ship's speed
    -Worked out a game's bug that prevents ships to use its maximun gun range (ie 1st and over 1st rate ships having way less range than 2nd rate ships)
    -Greatly Decreased rocket accuracy
    -Decreased overall accuracy for all ships and increased calibration area for less deadly long range duels
    -Tweaked some gun damages (mainly against sails)
    -Increase number of grape shot bullets per shot
    -Increase diferences between factions (changed some gun compositions, more variety and diferent ship performance for main factions)
    -Added 29 new ship models from AUM mod
    I want to use this, but cannot get the game to load with it installed. Are there mods with which this is not compatible? I've only got skins mods installed no major mod or other naval mods.

  6. #6

  7. #7
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Pdguru View Post
    I want to use this, but cannot get the game to load with it installed. Are there mods with which this is not compatible? I've only got skins mods installed no major mod or other naval mods.
    Does it crash while loading? when loading a battle? doenst even reach the logo screen?

    Have your game been updated to 1.5? I have read some people are having the same issue with it..

    Edit: I think i found the issue, i'm using AUM mod with it and it seems i forget to bring some of its data to my package, so it isnt working without it.
    Last edited by Thorn; October 05, 2009 at 12:56 PM.

  8. #8

    Default Re: Naval Warfare mod

    Excellent idea! That's all are needed!

    As far as I can see you solved range problem with the help of addin' new types of projectiles for each rank? What about mixing long guns ang carronades?

    P.s. I have only some notes about not-correct guns).
    For example, american heavy frigate. In this period of time the armament of AHF was 24pdr + 12pdr long guns, but not 32pdr + 24pdr. Or is it made due to gameplay?

  9. #9
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Chevalier_1982 View Post
    Excellent idea! That's all are needed!

    As far as I can see you solved range problem with the help of addin' new types of projectiles for each rank? What about mixing long guns ang carronades?

    P.s. I have only some notes about not-correct guns).
    For example, american heavy frigate. In this period of time the armament of AHF was 24pdr + 12pdr long guns, but not 32pdr + 24pdr. Or is it made due to gameplay?
    Most ships take the range of the lower deck, but for some reason the 3 and 4 decks prevents that, so i just created several fictional light caliber guns with same characteristic that "real" counterparts, but range, I gave them the same range than the main gun of the ship.

    What do you mean mixing guns? are they getting a wrong range value?

    No, it wasnt for gameplay, It was just becuase I know too little about American ships. I will fix that asap.

  10. #10

    Default Re: Naval Warfare mod

    I've also done the same thing about light caliber guns, but to compensate their increased range, I've decreased their power ( 0.7 coef.).

    About mixin). I mean to use long guns and carronades on one ship. Carronades on upper decks instead of 9 and 6 pdr's. (But this is correct only for late time period).

    About real guns - So, may I give you some advise?)

  11. #11
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Chevalier_1982 View Post
    I've also done the same thing about light caliber guns, but to compensate their increased range, I've decreased their power ( 0.7 coef.).

    About mixin). I mean to use long guns and carronades on one ship. Carronades on upper decks instead of 9 and 6 pdr's. (But this is correct only for late time period).

    About real guns - So, may I give you some advise?)
    I aslo thought about decreasing their damage, but i need to do more tests before trying it as I havent noticed a real disadvantage to small ships with the current stats.

    About gun deck composition I have chosed a mixed between historic accuracy and diversity. As you have probably noticed British have got "smaller" calibers allowing them to fire faster, Frenchs on the other side have a mixture of light and heavy gun ships (they are the ones that uses most of 42lbs guns), Spanish are in between with some heavy ships, but overall not as heavy gunned as Frenchs, about Russians to avoid "cloning" another faction have a bit of everything..
    Last edited by Thorn; October 06, 2009 at 03:42 PM.

  12. #12
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    Uploaded new version

    Version (0.98b)
    -Fixed unit table to make the mod works for those having CTDs when loading the game
    -Tweaked some guns
    -Revised some reloading ratios
    Last edited by Thorn; October 05, 2009 at 02:45 PM.

  13. #13

    Default Re: Naval Warfare mod

    Doesn`t work with empire patch 1.5. May be need update to this mod? sorry for my english. =)

  14. #14
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Harli View Post
    Doesn`t work with empire patch 1.5. May be need update to this mod? sorry for my english. =)
    I wont update my game until i'm sure it is safe for me to keep playing my mods, i cant and dont want to play vanilla ETW anymore..

  15. #15

    Default Re: Naval Warfare mod

    Ok, I see.

    What about adding 32x12 pdr frigates? They were more common during mid XVIII century. And 32x18 pdr (6 rank in game) appeared only to the end of game period.

  16. #16
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Harli View Post
    Doesn`t work with empire patch 1.5. May be need update to this mod? sorry for my english. =)
    Blast and I was looking for a Mod just like this.

  17. #17
    Thorn's Avatar Artifex
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Humble Warrior View Post
    Blast and I was looking for a Mod just like this.
    Does this file works for 1.5?
    Last edited by Thorn; October 13, 2009 at 01:37 PM.

  18. #18
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Naimad View Post
    Does this file works for 1.5?
    Will try and let you know, just waiting for the new d\led to finish.

  19. #19
    Humble Warrior's Avatar Vicarius Provinciae
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    Default Re: Naval Warfare mod

    Do I have to start a new game for this version to work? That would be a pain.

  20. #20
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    Default Re: Naval Warfare mod

    Quote Originally Posted by Naimad View Post
    Does this file works for 1.5?
    Tried it, Empire won't even load for me.
    "Veni, vidi, vici"
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